I sent you another pull request with a few additions and changes. I couldn't get blender to at least work with .b3d files so I could create a miner.png file, so I just gave up and got one off the internet.

I also couldn't upload .png files to my fork of your mod. So you could just add this one to your commits.

When I did the pull request, the files are conflicting for an unknown reason. Its a bug, perhaps.

This is a big update! It has been a while since last update in the forum, but the repo has been quite active.I actually wanted to make some videos to showcase the major feature, however I have been unable to do so. I shall soon be able to make these videos which will serve as tutorials for using the new manual spawning functions!

Content updates:

Farmer! Finally the farmer occupation has been finished. These cotton farmers will cultivate his/her field during the mornings, take a lunch break after and sell his/her harvest during the afternoon. Unfortunately, farmers only work in custom buildings and manually spawned. Support for mg_villages coming soon.

Building type: farm_tiny, farm_full

Surrounding building type: field, NPC spawned on any nearby house.

Custom egg spawner: Right-click this egg to manually spawn NPCs on your own buildings. You are able to specify:

Building type: the building where NPC is spawned

Occupation: the occupation the NPC will assume

Horizontal search radius: horizontal radius where the NPC will search for usable nodes

Custom workplace marker: Place this node to mark a NPC's workplace. Then, right-click it to configure it. You can specify:

Building type: The building type for this workplace.

Surrounding workplace: Marks this workplace marker as a surrounding building type

New "/restore_area <horizontal_radius> <vertical_radius>" chat command, to reset an area where NPCs has been spawned manually. The parameters should coincide with the spawn's egg params to work properly.

New teachings dialogues for the priest occupation (by roboto)

Experimental miner (by roboto)

Here is a farmer taking care of her crops:

Note:This mod has been developed with latest dev version of Minetest, therefore, the model issue in older versions (0.4.16 and older) is expected. To fix it, you can uncomment line 1283 of npc.lua:

zorman2000 wrote:For developers:Please note that Advanced NPC is planned to be a framework, a mod you can include to make your own NPCs and use the functions provided here. However, the API is heavily undocumented, and is still not friendly enough yet to include anywhere. This will be improved in the future.

Does this mean I can use this to improve the NPCs of my mods? I really liked that and I plan to help with whatever is possible.

zorman2000 wrote:For developers:Please note that Advanced NPC is planned to be a framework, a mod you can include to make your own NPCs and use the functions provided here. However, the API is heavily undocumented, and is still not friendly enough yet to include anywhere. This will be improved in the future.

Does this mean I can use this to improve the NPCs of my mods? I really liked that and I plan to help with whatever is possible.

New update!Today's update is not as big as the previous one, however, sometimes, small details really matters. This update tries to polish advanced_npc by introducing small fixes and features.

IMPORTANTThis update breaks compatibility with previous versions! I have added migration code that will update existing NPCs to use the new variables, and shouldn't crash Minetest. This code will be removed at a later point in time.

This new update requires the latest release of mobs_redo in order to work properly.

Change log Oct. 19, 2017

Content/feature updates:

All male and female skins were fixed. Many errors were corrected, and colors were improved.

NPCs now stay sitting or laying when talked to, or on game restarts.

NPCs can't be talked to when asleep

NPCs will now look back in the same direction they were facing before being talked to.

Technical updates:

The after_activate(), on_rightclick() and do_custom() functions aren't hard coded anymore into the NPC definition, but are separate functions that can be called in other mob definitions.

paramat wrote:Please could you tell me the licenses for the latest skins textures?Do you have any objection to any of them being used in a skins mod for MTGame?

The licenses for all the skins included in this mod (except for the child textures and "npc_male1.png" and "npc_female1.png") should be CC BY-SA. I can update the readme in the mod to reflect this if needed.

As to any objections, I have absolutely no objection. I'm happy my work is included in MTG! Feel free to use them. Only thing I ask is that at least I'm given some credit in the mod readme or something.

zorman2000 wrote:New update!Today's update is not as big as the previous one, however, sometimes, small details really matters. This update tries to polish advanced_npc by introducing small fixes and features.

IMPORTANTThis update breaks compatibility with previous versions! I have added migration code that will update existing NPCs to use the new variables, and shouldn't crash Minetest. This code will be removed at a later point in time.

This new update requires the latest release of mobs_redo in order to work properly.

Change log Oct. 19, 2017

Content/feature updates:

All male and female skins were fixed. Many errors were corrected, and colors were improved.

NPCs now stay sitting or laying when talked to, or on game restarts.

NPCs can't be talked to when asleep

NPCs will now look back in the same direction they were facing before being talked to.

Technical updates:

The after_activate(), on_rightclick() and do_custom() functions aren't hard coded anymore into the NPC definition, but are separate functions that can be called in other mob definitions.

Would You recommend 0.5.0 ? From version 0.4.16, can this be done smoothly, without breaking connection with already discovered world and everything created in it? As a programmer, could You give some advice to the beginner how to do it?

pavz36 wrote:Would You recommend 0.5.0 ? From version 0.4.16, can this be done smoothly, without breaking connection with already discovered world and everything created in it? As a programmer, could You give some advice to the beginner how to do it?

Assuming you are using the latest version of advanced_npc, you can fix this issue by substituting this this line with this one:

jimy wrote:I got the following error:...Is there any missing a dependency that should provide regoster_egg() ?

I'm not entirely sure why you are getting this, but feel free to comment out the line that is throwing this error. That is, go to the file, npc.lua, find the line (it says 1210 from the logs) and then add "--" at the beginning of the line. That egg is not being used anymore, I need to change that as well. Hope it helps.